#ifndef Z64PLAYER_H #define Z64PLAYER_H #include "z64actor.h" #include "alignment.h" #include "face_change.h" struct Player; #define PLAYER_GET_START_MODE(thisx) PARAMS_GET_S(thisx->params, 8, 4) typedef enum PlayerStartMode { /* 0 */ PLAYER_START_MODE_NOTHING, // Update is empty and draw function is NULL, nothing occurs. Useful in cutscenes, for example. /* 1 */ PLAYER_START_MODE_TIME_TRAVEL, // Arriving from time travel. Automatically adjusts by age. /* 2 */ PLAYER_START_MODE_BLUE_WARP, // Arriving from a blue warp. /* 3 */ PLAYER_START_MODE_DOOR, // Unused. Use a door immediately if one is nearby. If no door is in usable range, a softlock occurs. /* 4 */ PLAYER_START_MODE_GROTTO, // Arriving from a grotto, launched upward from the ground. /* 5 */ PLAYER_START_MODE_WARP_SONG, // Arriving from a warp song. /* 6 */ PLAYER_START_MODE_FARORES_WIND, // Arriving from a Farores Wind warp. /* 7 */ PLAYER_START_MODE_KNOCKED_OVER, // Knocked over on the ground and flashing red. /* 8 */ PLAYER_START_MODE_UNUSED_8, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW. /* 9 */ PLAYER_START_MODE_UNUSED_9, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW. /* 10 */ PLAYER_START_MODE_UNUSED_10, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW. /* 11 */ PLAYER_START_MODE_UNUSED_11, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW. /* 12 */ PLAYER_START_MODE_UNUSED_12, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW. /* 13 */ PLAYER_START_MODE_IDLE, // Idle standing still, or swim if in water. /* 14 */ PLAYER_START_MODE_MOVE_FORWARD_SLOW, // Take a few steps forward at a slow speed (2.0f), or swim if in water. /* 15 */ PLAYER_START_MODE_MOVE_FORWARD, // Take a few steps forward, using the speed from the last exit (gSaveContext.entranceSpeed), or swim if in water. /* 16 */ PLAYER_START_MODE_MAX // Note: By default, this param has 4 bits allocated. The max value is 16. } PlayerStartMode; typedef enum PlayerSword { /* 0 */ PLAYER_SWORD_NONE, /* 1 */ PLAYER_SWORD_KOKIRI, /* 2 */ PLAYER_SWORD_MASTER, /* 3 */ PLAYER_SWORD_BIGGORON, /* 4 */ PLAYER_SWORD_MAX } PlayerSword; typedef enum PlayerShield { /* 0x00 */ PLAYER_SHIELD_NONE, /* 0x01 */ PLAYER_SHIELD_DEKU, /* 0x02 */ PLAYER_SHIELD_HYLIAN, /* 0x03 */ PLAYER_SHIELD_MIRROR, /* 0x04 */ PLAYER_SHIELD_MAX } PlayerShield; typedef enum PlayerTunic { /* 0x00 */ PLAYER_TUNIC_KOKIRI, /* 0x01 */ PLAYER_TUNIC_GORON, /* 0x02 */ PLAYER_TUNIC_ZORA, /* 0x03 */ PLAYER_TUNIC_MAX } PlayerTunic; typedef enum PlayerBoots { /* 0x00 */ PLAYER_BOOTS_KOKIRI, /* 0x01 */ PLAYER_BOOTS_IRON, /* 0x02 */ PLAYER_BOOTS_HOVER, /* Values below are only relevant when setting regs in Player_SetBootData */ /* 0x03 */ PLAYER_BOOTS_INDOOR, /* 0x04 */ PLAYER_BOOTS_IRON_UNDERWATER, /* 0x05 */ PLAYER_BOOTS_KOKIRI_CHILD, /* 0x06 */ PLAYER_BOOTS_MAX } PlayerBoots; typedef enum PlayerStrength { /* 0x00 */ PLAYER_STR_NONE, /* 0x01 */ PLAYER_STR_BRACELET, /* 0x02 */ PLAYER_STR_SILVER_G, /* 0x03 */ PLAYER_STR_GOLD_G, /* 0x04 */ PLAYER_STR_MAX } PlayerStrength; typedef enum PlayerMask { /* 0x00 */ PLAYER_MASK_NONE, /* 0x01 */ PLAYER_MASK_KEATON, /* 0x02 */ PLAYER_MASK_SKULL, /* 0x03 */ PLAYER_MASK_SPOOKY, /* 0x04 */ PLAYER_MASK_BUNNY, /* 0x05 */ PLAYER_MASK_GORON, /* 0x06 */ PLAYER_MASK_ZORA, /* 0x07 */ PLAYER_MASK_GERUDO, /* 0x08 */ PLAYER_MASK_TRUTH, /* 0x09 */ PLAYER_MASK_MAX } PlayerMask; typedef enum PlayerEnvHazard { /* 0x0 */ PLAYER_ENV_HAZARD_NONE, /* 0x1 */ PLAYER_ENV_HAZARD_HOTROOM, /* 0x2 */ PLAYER_ENV_HAZARD_UNDERWATER_FLOOR, /* 0x3 */ PLAYER_ENV_HAZARD_SWIMMING, /* 0x4 */ PLAYER_ENV_HAZARD_UNDERWATER_FREE } PlayerEnvHazard; typedef enum PlayerIdleType { /* -0x1 */ PLAYER_IDLE_CRIT_HEALTH = -1, /* 0x0 */ PLAYER_IDLE_DEFAULT, /* 0x1 */ PLAYER_IDLE_FIDGET } PlayerIdleType; typedef enum PlayerItemAction { /* 0x00 */ PLAYER_IA_NONE, /* 0x01 */ PLAYER_IA_SWORD_CS, // Hold sword without shield in hand. The sword is not usable. /* 0x02 */ PLAYER_IA_FISHING_POLE, /* 0x03 */ PLAYER_IA_SWORD_MASTER, /* 0x04 */ PLAYER_IA_SWORD_KOKIRI, /* 0x05 */ PLAYER_IA_SWORD_BIGGORON, /* 0x06 */ PLAYER_IA_DEKU_STICK, /* 0x07 */ PLAYER_IA_HAMMER, /* 0x08 */ PLAYER_IA_BOW, /* 0x09 */ PLAYER_IA_BOW_FIRE, /* 0x0A */ PLAYER_IA_BOW_ICE, /* 0x0B */ PLAYER_IA_BOW_LIGHT, /* 0x0C */ PLAYER_IA_BOW_0C, /* 0x0D */ PLAYER_IA_BOW_0D, /* 0x0E */ PLAYER_IA_BOW_0E, /* 0x0F */ PLAYER_IA_SLINGSHOT, /* 0x10 */ PLAYER_IA_HOOKSHOT, /* 0x11 */ PLAYER_IA_LONGSHOT, /* 0x12 */ PLAYER_IA_BOMB, /* 0x13 */ PLAYER_IA_BOMBCHU, /* 0x14 */ PLAYER_IA_BOOMERANG, /* 0x15 */ PLAYER_IA_MAGIC_SPELL_15, /* 0x16 */ PLAYER_IA_MAGIC_SPELL_16, /* 0x17 */ PLAYER_IA_MAGIC_SPELL_17, /* 0x18 */ PLAYER_IA_FARORES_WIND, /* 0x19 */ PLAYER_IA_NAYRUS_LOVE, /* 0x1A */ PLAYER_IA_DINS_FIRE, /* 0x1B */ PLAYER_IA_DEKU_NUT, /* 0x1C */ PLAYER_IA_OCARINA_FAIRY, /* 0x1D */ PLAYER_IA_OCARINA_OF_TIME, /* 0x1E */ PLAYER_IA_BOTTLE, /* 0x1F */ PLAYER_IA_BOTTLE_FISH, /* 0x20 */ PLAYER_IA_BOTTLE_FIRE, /* 0x21 */ PLAYER_IA_BOTTLE_BUG, /* 0x22 */ PLAYER_IA_BOTTLE_POE, /* 0x23 */ PLAYER_IA_BOTTLE_BIG_POE, /* 0x24 */ PLAYER_IA_BOTTLE_RUTOS_LETTER, /* 0x25 */ PLAYER_IA_BOTTLE_POTION_RED, /* 0x26 */ PLAYER_IA_BOTTLE_POTION_BLUE, /* 0x27 */ PLAYER_IA_BOTTLE_POTION_GREEN, /* 0x28 */ PLAYER_IA_BOTTLE_MILK_FULL, /* 0x29 */ PLAYER_IA_BOTTLE_MILK_HALF, /* 0x2A */ PLAYER_IA_BOTTLE_FAIRY, /* 0x2B */ PLAYER_IA_ZELDAS_LETTER, /* 0x2C */ PLAYER_IA_WEIRD_EGG, /* 0x2D */ PLAYER_IA_CHICKEN, /* 0x2E */ PLAYER_IA_MAGIC_BEAN, /* 0x2F */ PLAYER_IA_POCKET_EGG, /* 0x30 */ PLAYER_IA_POCKET_CUCCO, /* 0x31 */ PLAYER_IA_COJIRO, /* 0x32 */ PLAYER_IA_ODD_MUSHROOM, /* 0x33 */ PLAYER_IA_ODD_POTION, /* 0x34 */ PLAYER_IA_POACHERS_SAW, /* 0x35 */ PLAYER_IA_BROKEN_GORONS_SWORD, /* 0x36 */ PLAYER_IA_PRESCRIPTION, /* 0x37 */ PLAYER_IA_FROG, /* 0x38 */ PLAYER_IA_EYEDROPS, /* 0x39 */ PLAYER_IA_CLAIM_CHECK, /* 0x3A */ PLAYER_IA_MASK_KEATON, /* 0x3B */ PLAYER_IA_MASK_SKULL, /* 0x3C */ PLAYER_IA_MASK_SPOOKY, /* 0x3D */ PLAYER_IA_MASK_BUNNY_HOOD, /* 0x3E */ PLAYER_IA_MASK_GORON, /* 0x3F */ PLAYER_IA_MASK_ZORA, /* 0x40 */ PLAYER_IA_MASK_GERUDO, /* 0x41 */ PLAYER_IA_MASK_TRUTH, /* 0x42 */ PLAYER_IA_LENS_OF_TRUTH, /* 0x43 */ PLAYER_IA_MAX } PlayerItemAction; typedef enum PlayerLimb { /* 0x00 */ PLAYER_LIMB_NONE, /* 0x01 */ PLAYER_LIMB_ROOT, /* 0x02 */ PLAYER_LIMB_WAIST, /* 0x03 */ PLAYER_LIMB_LOWER, /* 0x04 */ PLAYER_LIMB_R_THIGH, /* 0x05 */ PLAYER_LIMB_R_SHIN, /* 0x06 */ PLAYER_LIMB_R_FOOT, /* 0x07 */ PLAYER_LIMB_L_THIGH, /* 0x08 */ PLAYER_LIMB_L_SHIN, /* 0x09 */ PLAYER_LIMB_L_FOOT, /* 0x0A */ PLAYER_LIMB_UPPER, /* 0x0B */ PLAYER_LIMB_HEAD, /* 0x0C */ PLAYER_LIMB_HAT, /* 0x0D */ PLAYER_LIMB_COLLAR, /* 0x0E */ PLAYER_LIMB_L_SHOULDER, /* 0x0F */ PLAYER_LIMB_L_FOREARM, /* 0x10 */ PLAYER_LIMB_L_HAND, /* 0x11 */ PLAYER_LIMB_R_SHOULDER, /* 0x12 */ PLAYER_LIMB_R_FOREARM, /* 0x13 */ PLAYER_LIMB_R_HAND, /* 0x14 */ PLAYER_LIMB_SHEATH, /* 0x15 */ PLAYER_LIMB_TORSO, /* 0x16 */ PLAYER_LIMB_MAX } PlayerLimb; typedef enum PlayerBodyPart { /* 0x00 */ PLAYER_BODYPART_WAIST, // PLAYER_LIMB_WAIST /* 0x01 */ PLAYER_BODYPART_R_THIGH, // PLAYER_LIMB_R_THIGH /* 0x02 */ PLAYER_BODYPART_R_SHIN, // PLAYER_LIMB_R_SHIN /* 0x03 */ PLAYER_BODYPART_R_FOOT, // PLAYER_LIMB_R_FOOT /* 0x04 */ PLAYER_BODYPART_L_THIGH, // PLAYER_LIMB_L_THIGH /* 0x05 */ PLAYER_BODYPART_L_SHIN, // PLAYER_LIMB_L_SHIN /* 0x06 */ PLAYER_BODYPART_L_FOOT, // PLAYER_LIMB_L_FOOT /* 0x07 */ PLAYER_BODYPART_HEAD, // PLAYER_LIMB_HEAD /* 0x08 */ PLAYER_BODYPART_HAT, // PLAYER_LIMB_HAT /* 0x09 */ PLAYER_BODYPART_COLLAR, // PLAYER_LIMB_COLLAR /* 0x0A */ PLAYER_BODYPART_L_SHOULDER, // PLAYER_LIMB_L_SHOULDER /* 0x0B */ PLAYER_BODYPART_L_FOREARM, // PLAYER_LIMB_L_FOREARM /* 0x0C */ PLAYER_BODYPART_L_HAND, // PLAYER_LIMB_L_HAND /* 0x0D */ PLAYER_BODYPART_R_SHOULDER, // PLAYER_LIMB_R_SHOULDER /* 0x0E */ PLAYER_BODYPART_R_FOREARM, // PLAYER_LIMB_R_FOREARM /* 0x0F */ PLAYER_BODYPART_R_HAND, // PLAYER_LIMB_R_HAND /* 0x10 */ PLAYER_BODYPART_SHEATH, // PLAYER_LIMB_SHEATH /* 0x11 */ PLAYER_BODYPART_TORSO, // PLAYER_LIMB_TORSO /* 0x12 */ PLAYER_BODYPART_MAX } PlayerBodyPart; typedef enum PlayerMeleeWeaponAnimation { /* 0 */ PLAYER_MWA_FORWARD_SLASH_1H, /* 1 */ PLAYER_MWA_FORWARD_SLASH_2H, /* 2 */ PLAYER_MWA_FORWARD_COMBO_1H, /* 3 */ PLAYER_MWA_FORWARD_COMBO_2H, /* 4 */ PLAYER_MWA_RIGHT_SLASH_1H, /* 5 */ PLAYER_MWA_RIGHT_SLASH_2H, /* 6 */ PLAYER_MWA_RIGHT_COMBO_1H, /* 7 */ PLAYER_MWA_RIGHT_COMBO_2H, /* 8 */ PLAYER_MWA_LEFT_SLASH_1H, /* 9 */ PLAYER_MWA_LEFT_SLASH_2H, /* 10 */ PLAYER_MWA_LEFT_COMBO_1H, /* 11 */ PLAYER_MWA_LEFT_COMBO_2H, /* 12 */ PLAYER_MWA_STAB_1H, /* 13 */ PLAYER_MWA_STAB_2H, /* 14 */ PLAYER_MWA_STAB_COMBO_1H, /* 15 */ PLAYER_MWA_STAB_COMBO_2H, /* 16 */ PLAYER_MWA_FLIPSLASH_START, /* 17 */ PLAYER_MWA_JUMPSLASH_START, /* 18 */ PLAYER_MWA_FLIPSLASH_FINISH, /* 19 */ PLAYER_MWA_JUMPSLASH_FINISH, /* 20 */ PLAYER_MWA_BACKSLASH_RIGHT, /* 21 */ PLAYER_MWA_BACKSLASH_LEFT, /* 22 */ PLAYER_MWA_HAMMER_FORWARD, /* 23 */ PLAYER_MWA_HAMMER_SIDE, /* 24 */ PLAYER_MWA_SPIN_ATTACK_1H, /* 25 */ PLAYER_MWA_SPIN_ATTACK_2H, /* 26 */ PLAYER_MWA_BIG_SPIN_1H, /* 27 */ PLAYER_MWA_BIG_SPIN_2H, /* 28 */ PLAYER_MWA_MAX } PlayerMeleeWeaponAnimation; typedef enum PlayerDoorType { /* -1 */ PLAYER_DOORTYPE_AJAR = -1, /* 0 */ PLAYER_DOORTYPE_NONE, /* 1 */ PLAYER_DOORTYPE_HANDLE, /* 2 */ PLAYER_DOORTYPE_SLIDING, /* 3 */ PLAYER_DOORTYPE_FAKE } PlayerDoorType; typedef enum PlayerFacePart { /* 0 */ PLAYER_FACEPART_EYES, /* 1 */ PLAYER_FACEPART_MOUTH, /* 2 */ PLAYER_FACEPART_MAX } PlayerFacePart; typedef enum PlayerEyes { /* 0 */ PLAYER_EYES_OPEN, /* 1 */ PLAYER_EYES_HALF, /* 2 */ PLAYER_EYES_CLOSED, /* 3 */ PLAYER_EYES_LEFT, /* 4 */ PLAYER_EYES_RIGHT, /* 5 */ PLAYER_EYES_WIDE, /* 6 */ PLAYER_EYES_DOWN, /* 7 */ PLAYER_EYES_WINCING, /* 8 */ PLAYER_EYES_MAX } PlayerEyes; typedef enum PlayerMouth { /* 0 */ PLAYER_MOUTH_CLOSED, /* 1 */ PLAYER_MOUTH_HALF, /* 2 */ PLAYER_MOUTH_OPEN, /* 3 */ PLAYER_MOUTH_SMILE, /* 4 */ PLAYER_MOUTH_MAX } PlayerMouth; typedef enum PlayerFace { /* 0 */ PLAYER_FACE_NEUTRAL, // eyes open and mouth closed /* 1 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF, // eyes half open and mouth closed /* 2 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED, // eyes and mouth closed /* 3 */ PLAYER_FACE_NEUTRAL_2, // same as `PLAYER_FACE_NEUTRAL` /* 4 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF_2, // same as `PLAYER_FACE_NEUTRAL_BLINKING_HALF` /* 5 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2, // same as `PLAYER_FACE_NEUTRAL_BLINKING_CLOSED` /* 6 */ PLAYER_FACE_LOOK_RIGHT, // eyes looking right and mouth closed /* 7 */ PLAYER_FACE_SURPRISED, // wide eyes and grimacing mouth /* 8 */ PLAYER_FACE_HURT, // eyes wincing in pain and mouth open /* 9 */ PLAYER_FACE_GASP, // eyes and mouth open /* 10 */ PLAYER_FACE_LOOK_LEFT, // eyes looking left and mouth closed /* 11 */ PLAYER_FACE_LOOK_RIGHT_2, // duplicate of `PLAYER_FACE_LOOK_RIGHT` /* 12 */ PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN, // eyes closed and mouth open /* 13 */ PLAYER_FACE_OPENING, // eyes and mouth both halfway open /* 14 */ PLAYER_FACE_EYES_AND_MOUTH_OPEN, // eyes and mouth open /* 15 */ PLAYER_FACE_NEUTRAL_3, // same as `PLAYER_FACE_NEUTRAL` and `PLAYER_FACE_NEUTRAL_2` /* 16 */ PLAYER_FACE_MAX } PlayerFace; typedef enum PlayerModelGroup { /* 0x00 */ PLAYER_MODELGROUP_0, // unused (except for a bug in `Player_OverrideLimbDrawPause`) /* 0x01 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, //hold sword only. used for holding sword only as child link with hylian shield equipped /* 0x02 */ PLAYER_MODELGROUP_SWORD_AND_SHIELD, // hold sword and shield or just sword if no shield is equipped /* 0x03 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models /* 0x04 */ PLAYER_MODELGROUP_4, // unused, same as PLAYER_MODELGROUP_DEFAULT /* 0x05 */ PLAYER_MODELGROUP_BGS, // biggoron sword /* 0x06 */ PLAYER_MODELGROUP_BOW_SLINGSHOT, // bow/slingshot /* 0x07 */ PLAYER_MODELGROUP_EXPLOSIVES, // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT /* 0x08 */ PLAYER_MODELGROUP_BOOMERANG, /* 0x09 */ PLAYER_MODELGROUP_HOOKSHOT, /* 0x0A */ PLAYER_MODELGROUP_10, // stick/fishing pole (which are drawn separately) /* 0x0B */ PLAYER_MODELGROUP_HAMMER, /* 0x0C */ PLAYER_MODELGROUP_OCARINA, // ocarina /* 0x0D */ PLAYER_MODELGROUP_OOT, // ocarina of time /* 0x0E */ PLAYER_MODELGROUP_BOTTLE, // bottles (drawn separately) /* 0x0F */ PLAYER_MODELGROUP_SWORD, // hold sword and no shield, even if one is equipped /* 0x10 */ PLAYER_MODELGROUP_MAX } PlayerModelGroup; typedef enum PlayerModelGroupEntry { /* 0x00 */ PLAYER_MODELGROUPENTRY_ANIM, /* 0x01 */ PLAYER_MODELGROUPENTRY_LEFT_HAND, /* 0x02 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND, /* 0x03 */ PLAYER_MODELGROUPENTRY_SHEATH, /* 0x04 */ PLAYER_MODELGROUPENTRY_WAIST, /* 0x05 */ PLAYER_MODELGROUPENTRY_MAX } PlayerModelGroupEntry; typedef enum PlayerModelType { // left hand /* 0x00 */ PLAYER_MODELTYPE_LH_OPEN, // empty open hand /* 0x01 */ PLAYER_MODELTYPE_LH_CLOSED, // empty closed hand /* 0x02 */ PLAYER_MODELTYPE_LH_SWORD, // holding kokiri/master sword /* 0x03 */ PLAYER_MODELTYPE_LH_SWORD_2, // unused, same as PLAYER_MODELTYPE_LH_SWORD /* 0x04 */ PLAYER_MODELTYPE_LH_BGS, // holding bgs/broken giant knife (child: master sword) /* 0x05 */ PLAYER_MODELTYPE_LH_HAMMER, // holding hammer (child: empty hand) /* 0x06 */ PLAYER_MODELTYPE_LH_BOOMERANG, // holding boomerang (adult: empty hand) /* 0x07 */ PLAYER_MODELTYPE_LH_BOTTLE, // holding bottle (bottle drawn separately) // right hand /* 0x08 */ PLAYER_MODELTYPE_RH_OPEN, // empty open hand /* 0x09 */ PLAYER_MODELTYPE_RH_CLOSED, // empty closed hand /* 0x0A */ PLAYER_MODELTYPE_RH_SHIELD, // holding a shield (including no shield) /* 0x0B */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, // holding bow/slingshot /* 0x0C */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2, // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT /* 0x0D */ PLAYER_MODELTYPE_RH_OCARINA, // holding ocarina (child: fairy ocarina, adult: OoT) /* 0x0E */ PLAYER_MODELTYPE_RH_OOT, // holding OoT /* 0x0F */ PLAYER_MODELTYPE_RH_HOOKSHOT, // holding hookshot (child: empty hand) // sheath /* 0x10 */ PLAYER_MODELTYPE_SHEATH_16, // sheathed kokiri/master sword? /* 0x11 */ PLAYER_MODELTYPE_SHEATH_17, // empty sheath? /* 0x12 */ PLAYER_MODELTYPE_SHEATH_18, // sword sheathed and shield on back? /* 0x13 */ PLAYER_MODELTYPE_SHEATH_19, // empty sheath and shield on back? // waist /* 0x14 */ PLAYER_MODELTYPE_WAIST, /* 0x15 */ PLAYER_MODELTYPE_MAX, /* 0xFF */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific } PlayerModelType; typedef enum PlayerAnimType { /* 0x00 */ PLAYER_ANIMTYPE_0, /* 0x01 */ PLAYER_ANIMTYPE_1, /* 0x02 */ PLAYER_ANIMTYPE_2, /* 0x03 */ PLAYER_ANIMTYPE_3, /* 0x04 */ PLAYER_ANIMTYPE_4, /* 0x05 */ PLAYER_ANIMTYPE_5, /* 0x06 */ PLAYER_ANIMTYPE_MAX } PlayerAnimType; /** * Temporary names, derived from original animation names in `D_80853914` */ typedef enum PlayerAnimGroup { /* 0x00 */ PLAYER_ANIMGROUP_wait, /* 0x01 */ PLAYER_ANIMGROUP_walk, /* 0x02 */ PLAYER_ANIMGROUP_run, /* 0x03 */ PLAYER_ANIMGROUP_damage_run, /* 0x04 */ PLAYER_ANIMGROUP_heavy_run, /* 0x05 */ PLAYER_ANIMGROUP_waitL, /* 0x06 */ PLAYER_ANIMGROUP_waitR, /* 0x07 */ PLAYER_ANIMGROUP_wait2waitR, /* 0x08 */ PLAYER_ANIMGROUP_normal2fighter, /* 0x09 */ PLAYER_ANIMGROUP_doorA_free, /* 0x0A */ PLAYER_ANIMGROUP_doorA, /* 0x0B */ PLAYER_ANIMGROUP_doorB_free, /* 0x0C */ PLAYER_ANIMGROUP_doorB, /* 0x0D */ PLAYER_ANIMGROUP_carryB, /* 0x0E */ PLAYER_ANIMGROUP_landing, /* 0x0F */ PLAYER_ANIMGROUP_short_landing, /* 0x10 */ PLAYER_ANIMGROUP_landing_roll, /* 0x11 */ PLAYER_ANIMGROUP_hip_down, /* 0x12 */ PLAYER_ANIMGROUP_walk_endL, /* 0x13 */ PLAYER_ANIMGROUP_walk_endR, /* 0x14 */ PLAYER_ANIMGROUP_defense, /* 0x15 */ PLAYER_ANIMGROUP_defense_wait, /* 0x16 */ PLAYER_ANIMGROUP_defense_end, /* 0x17 */ PLAYER_ANIMGROUP_side_walk, /* 0x18 */ PLAYER_ANIMGROUP_side_walkL, /* 0x19 */ PLAYER_ANIMGROUP_side_walkR, /* 0x1A */ PLAYER_ANIMGROUP_45_turn, /* 0x1B */ PLAYER_ANIMGROUP_waitL2wait, /* 0x1C */ PLAYER_ANIMGROUP_waitR2wait, /* 0x1D */ PLAYER_ANIMGROUP_throw, /* 0x1E */ PLAYER_ANIMGROUP_put, /* 0x1F */ PLAYER_ANIMGROUP_back_walk, /* 0x20 */ PLAYER_ANIMGROUP_check, /* 0x21 */ PLAYER_ANIMGROUP_check_wait, /* 0x22 */ PLAYER_ANIMGROUP_check_end, /* 0x23 */ PLAYER_ANIMGROUP_pull_start, /* 0x24 */ PLAYER_ANIMGROUP_pulling, /* 0x25 */ PLAYER_ANIMGROUP_pull_end, /* 0x26 */ PLAYER_ANIMGROUP_fall_up, /* 0x27 */ PLAYER_ANIMGROUP_jump_climb_hold, /* 0x28 */ PLAYER_ANIMGROUP_jump_climb_wait, /* 0x29 */ PLAYER_ANIMGROUP_jump_climb_up, /* 0x2A */ PLAYER_ANIMGROUP_down_slope_slip_end, /* 0x2B */ PLAYER_ANIMGROUP_up_slope_slip_end, /* 0x2C */ PLAYER_ANIMGROUP_nwait, /* 0x2D */ PLAYER_ANIMGROUP_MAX } PlayerAnimGroup; #define LIMB_BUF_COUNT(limbCount) ((ALIGN16((limbCount) * sizeof(Vec3s)) + sizeof(Vec3s) - 1) / sizeof(Vec3s)) #define PLAYER_LIMB_BUF_COUNT LIMB_BUF_COUNT(PLAYER_LIMB_MAX) typedef enum PlayerCsAction { /* 0x00 */ PLAYER_CSACTION_NONE, /* 0x01 */ PLAYER_CSACTION_1, /* 0x02 */ PLAYER_CSACTION_2, /* 0x03 */ PLAYER_CSACTION_3, /* 0x04 */ PLAYER_CSACTION_4, /* 0x05 */ PLAYER_CSACTION_5, /* 0x06 */ PLAYER_CSACTION_6, /* 0x07 */ PLAYER_CSACTION_7, /* 0x08 */ PLAYER_CSACTION_8, /* 0x09 */ PLAYER_CSACTION_9, /* 0x0A */ PLAYER_CSACTION_10, /* 0x0B */ PLAYER_CSACTION_11, /* 0x0C */ PLAYER_CSACTION_12, /* 0x0D */ PLAYER_CSACTION_13, /* 0x0E */ PLAYER_CSACTION_14, /* 0x0F */ PLAYER_CSACTION_15, /* 0x10 */ PLAYER_CSACTION_16, /* 0x11 */ PLAYER_CSACTION_17, /* 0x12 */ PLAYER_CSACTION_18, /* 0x13 */ PLAYER_CSACTION_19, /* 0x14 */ PLAYER_CSACTION_20, /* 0x15 */ PLAYER_CSACTION_21, /* 0x16 */ PLAYER_CSACTION_22, /* 0x17 */ PLAYER_CSACTION_23, /* 0x18 */ PLAYER_CSACTION_24, /* 0x19 */ PLAYER_CSACTION_25, /* 0x1A */ PLAYER_CSACTION_26, /* 0x1B */ PLAYER_CSACTION_27, /* 0x1C */ PLAYER_CSACTION_28, /* 0x1D */ PLAYER_CSACTION_29, /* 0x1E */ PLAYER_CSACTION_30, /* 0x1F */ PLAYER_CSACTION_31, /* 0x20 */ PLAYER_CSACTION_32, /* 0x21 */ PLAYER_CSACTION_33, /* 0x22 */ PLAYER_CSACTION_34, /* 0x23 */ PLAYER_CSACTION_35, /* 0x24 */ PLAYER_CSACTION_36, /* 0x25 */ PLAYER_CSACTION_37, /* 0x26 */ PLAYER_CSACTION_38, /* 0x27 */ PLAYER_CSACTION_39, /* 0x28 */ PLAYER_CSACTION_40, /* 0x29 */ PLAYER_CSACTION_41, /* 0x2A */ PLAYER_CSACTION_42, /* 0x2B */ PLAYER_CSACTION_43, /* 0x2C */ PLAYER_CSACTION_44, /* 0x2D */ PLAYER_CSACTION_45, /* 0x2E */ PLAYER_CSACTION_46, /* 0x2F */ PLAYER_CSACTION_47, /* 0x30 */ PLAYER_CSACTION_48, /* 0x31 */ PLAYER_CSACTION_49, /* 0x32 */ PLAYER_CSACTION_50, /* 0x33 */ PLAYER_CSACTION_51, /* 0x34 */ PLAYER_CSACTION_52, /* 0x35 */ PLAYER_CSACTION_53, /* 0x36 */ PLAYER_CSACTION_54, /* 0x37 */ PLAYER_CSACTION_55, /* 0x38 */ PLAYER_CSACTION_56, /* 0x39 */ PLAYER_CSACTION_57, /* 0x3A */ PLAYER_CSACTION_58, /* 0x3B */ PLAYER_CSACTION_59, /* 0x3C */ PLAYER_CSACTION_60, /* 0x3D */ PLAYER_CSACTION_61, /* 0x3E */ PLAYER_CSACTION_62, /* 0x3F */ PLAYER_CSACTION_63, /* 0x40 */ PLAYER_CSACTION_64, /* 0x41 */ PLAYER_CSACTION_65, /* 0x42 */ PLAYER_CSACTION_66, /* 0x43 */ PLAYER_CSACTION_67, /* 0x44 */ PLAYER_CSACTION_68, /* 0x45 */ PLAYER_CSACTION_69, /* 0x46 */ PLAYER_CSACTION_70, /* 0x47 */ PLAYER_CSACTION_71, /* 0x48 */ PLAYER_CSACTION_72, /* 0x49 */ PLAYER_CSACTION_73, /* 0x4A */ PLAYER_CSACTION_74, /* 0x4B */ PLAYER_CSACTION_75, /* 0x4C */ PLAYER_CSACTION_76, /* 0x4D */ PLAYER_CSACTION_77, /* 0x4E */ PLAYER_CSACTION_78, /* 0x4F */ PLAYER_CSACTION_79, /* 0x50 */ PLAYER_CSACTION_80, /* 0x51 */ PLAYER_CSACTION_81, /* 0x52 */ PLAYER_CSACTION_82, /* 0x53 */ PLAYER_CSACTION_83, /* 0x54 */ PLAYER_CSACTION_84, /* 0x55 */ PLAYER_CSACTION_85, /* 0x56 */ PLAYER_CSACTION_86, /* 0x57 */ PLAYER_CSACTION_87, /* 0x58 */ PLAYER_CSACTION_88, /* 0x59 */ PLAYER_CSACTION_89, /* 0x5A */ PLAYER_CSACTION_90, /* 0x5B */ PLAYER_CSACTION_91, /* 0x5C */ PLAYER_CSACTION_92, /* 0x5D */ PLAYER_CSACTION_93, /* 0x5E */ PLAYER_CSACTION_94, /* 0x5F */ PLAYER_CSACTION_95, /* 0x60 */ PLAYER_CSACTION_96, /* 0x61 */ PLAYER_CSACTION_97, /* 0x62 */ PLAYER_CSACTION_98, /* 0x63 */ PLAYER_CSACTION_99, /* 0x64 */ PLAYER_CSACTION_100, /* 0x65 */ PLAYER_CSACTION_101, /* 0x66 */ PLAYER_CSACTION_102, /* 0x67 */ PLAYER_CSACTION_MAX } PlayerCsAction; typedef enum PlayerCueId { /* 0x00 */ PLAYER_CUEID_NONE, /* 0x01 */ PLAYER_CUEID_1, /* 0x02 */ PLAYER_CUEID_2, /* 0x03 */ PLAYER_CUEID_3, /* 0x04 */ PLAYER_CUEID_4, /* 0x05 */ PLAYER_CUEID_5, /* 0x06 */ PLAYER_CUEID_6, /* 0x07 */ PLAYER_CUEID_7, /* 0x08 */ PLAYER_CUEID_8, /* 0x09 */ PLAYER_CUEID_9, /* 0x0A */ PLAYER_CUEID_10, /* 0x0B */ PLAYER_CUEID_11, /* 0x0C */ PLAYER_CUEID_12, /* 0x0D */ PLAYER_CUEID_13, /* 0x0E */ PLAYER_CUEID_14, /* 0x0F */ PLAYER_CUEID_15, /* 0x10 */ PLAYER_CUEID_16, /* 0x11 */ PLAYER_CUEID_17, /* 0x12 */ PLAYER_CUEID_18, /* 0x13 */ PLAYER_CUEID_19, /* 0x14 */ PLAYER_CUEID_20, /* 0x15 */ PLAYER_CUEID_21, /* 0x16 */ PLAYER_CUEID_22, /* 0x17 */ PLAYER_CUEID_23, /* 0x18 */ PLAYER_CUEID_24, /* 0x19 */ PLAYER_CUEID_25, /* 0x1A */ PLAYER_CUEID_26, /* 0x1B */ PLAYER_CUEID_27, /* 0x1C */ PLAYER_CUEID_28, /* 0x1D */ PLAYER_CUEID_29, /* 0x1E */ PLAYER_CUEID_30, /* 0x1F */ PLAYER_CUEID_31, /* 0x20 */ PLAYER_CUEID_32, /* 0x21 */ PLAYER_CUEID_33, /* 0x22 */ PLAYER_CUEID_34, /* 0x23 */ PLAYER_CUEID_35, /* 0x24 */ PLAYER_CUEID_36, /* 0x25 */ PLAYER_CUEID_37, /* 0x26 */ PLAYER_CUEID_38, /* 0x27 */ PLAYER_CUEID_39, /* 0x28 */ PLAYER_CUEID_40, /* 0x29 */ PLAYER_CUEID_41, /* 0x2A */ PLAYER_CUEID_42, /* 0x2B */ PLAYER_CUEID_43, /* 0x2C */ PLAYER_CUEID_44, /* 0x2D */ PLAYER_CUEID_45, /* 0x2E */ PLAYER_CUEID_46, /* 0x2F */ PLAYER_CUEID_47, /* 0x30 */ PLAYER_CUEID_48, /* 0x31 */ PLAYER_CUEID_49, /* 0x32 */ PLAYER_CUEID_50, /* 0x33 */ PLAYER_CUEID_51, /* 0x34 */ PLAYER_CUEID_52, /* 0x35 */ PLAYER_CUEID_53, /* 0x36 */ PLAYER_CUEID_54, /* 0x37 */ PLAYER_CUEID_55, /* 0x38 */ PLAYER_CUEID_56, /* 0x39 */ PLAYER_CUEID_57, /* 0x3A */ PLAYER_CUEID_58, /* 0x3B */ PLAYER_CUEID_59, /* 0x3C */ PLAYER_CUEID_60, /* 0x3D */ PLAYER_CUEID_61, /* 0x3E */ PLAYER_CUEID_62, /* 0x3F */ PLAYER_CUEID_63, /* 0x40 */ PLAYER_CUEID_64, /* 0x41 */ PLAYER_CUEID_65, /* 0x42 */ PLAYER_CUEID_66, /* 0x43 */ PLAYER_CUEID_67, /* 0x44 */ PLAYER_CUEID_68, /* 0x45 */ PLAYER_CUEID_69, /* 0x46 */ PLAYER_CUEID_70, /* 0x47 */ PLAYER_CUEID_71, /* 0x48 */ PLAYER_CUEID_72, /* 0x49 */ PLAYER_CUEID_73, /* 0x4A */ PLAYER_CUEID_74, /* 0x4B */ PLAYER_CUEID_75, /* 0x4C */ PLAYER_CUEID_76, /* 0x4D */ PLAYER_CUEID_77, /* 0x4E */ PLAYER_CUEID_MAX } PlayerCueId; typedef enum PlayerLedgeClimbType { /* 0 */ PLAYER_LEDGE_CLIMB_NONE, /* 1 */ PLAYER_LEDGE_CLIMB_1, /* 2 */ PLAYER_LEDGE_CLIMB_2, /* 3 */ PLAYER_LEDGE_CLIMB_3, /* 4 */ PLAYER_LEDGE_CLIMB_4 } PlayerLedgeClimbType; typedef enum PlayerStickDirection { /* -1 */ PLAYER_STICK_DIR_NONE = -1, /* 0 */ PLAYER_STICK_DIR_FORWARD, /* 1 */ PLAYER_STICK_DIR_LEFT, /* 2 */ PLAYER_STICK_DIR_BACKWARD, /* 3 */ PLAYER_STICK_DIR_RIGHT } PlayerStickDirection; typedef enum PlayerKnockbackType { /* 0 */ PLAYER_KNOCKBACK_NONE, // No knockback /* 1 */ PLAYER_KNOCKBACK_SMALL, // A small hop, remains standing up /* 2 */ PLAYER_KNOCKBACK_LARGE, // Sent flying in the air and lands laying down on the floor /* 3 */ PLAYER_KNOCKBACK_LARGE_SHOCK // Same as`PLAYER_KNOCKBACK_LARGE` with a shock effect } PlayerKnockbackType; typedef enum PlayerDamageResponseType { /* 0 */ PLAYER_HIT_RESPONSE_NONE, /* 1 */ PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE, /* 2 */ PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL, /* 3 */ PLAYER_HIT_RESPONSE_ICE_TRAP, /* 4 */ PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK } PlayerDamageResponseType; typedef struct PlayerAgeProperties { /* 0x00 */ f32 ceilingCheckHeight; /* 0x04 */ f32 unk_04; /* 0x08 */ f32 unk_08; /* 0x0C */ f32 unk_0C; /* 0x10 */ f32 unk_10; /* 0x14 */ f32 unk_14; /* 0x18 */ f32 unk_18; /* 0x1C */ f32 unk_1C; /* 0x20 */ f32 unk_20; /* 0x24 */ f32 unk_24; /* 0x28 */ f32 unk_28; /* 0x2C */ f32 unk_2C; /* 0x30 */ f32 unk_30; /* 0x34 */ f32 unk_34; /* 0x38 */ f32 wallCheckRadius; /* 0x3C */ f32 unk_3C; /* 0x40 */ f32 unk_40; /* 0x44 */ Vec3s unk_44; /* 0x4A */ Vec3s unk_4A[4]; /* 0x62 */ Vec3s unk_62[4]; /* 0x7A */ Vec3s unk_7A[2]; /* 0x86 */ Vec3s unk_86[2]; /* 0x92 */ u16 unk_92; /* 0x94 */ u16 unk_94; /* 0x98 */ LinkAnimationHeader* unk_98; /* 0x9C */ LinkAnimationHeader* timeTravelStartAnim; /* 0xA0 */ LinkAnimationHeader* timeTravelEndAnim; /* 0xA4 */ LinkAnimationHeader* unk_A4; /* 0xA8 */ LinkAnimationHeader* unk_A8; /* 0xAC */ LinkAnimationHeader* unk_AC[4]; /* 0xBC */ LinkAnimationHeader* unk_BC[2]; /* 0xC4 */ LinkAnimationHeader* unk_C4[2]; /* 0xCC */ LinkAnimationHeader* unk_CC[2]; } PlayerAgeProperties; // size = 0xD4 typedef struct WeaponInfo { /* 0x00 */ s32 active; /* 0x04 */ Vec3f tip; /* 0x10 */ Vec3f base; } WeaponInfo; // size = 0x1C #define LEDGE_DIST_MAX 399.96002f #define PLAYER_STATE1_0 (1 << 0) #define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1) // Bottle is swung; Bottle is active and can catch things #define PLAYER_STATE1_2 (1 << 2) #define PLAYER_STATE1_3 (1 << 3) #define PLAYER_STATE1_HOSTILE_LOCK_ON (1 << 4) // Currently locked onto a hostile actor. Triggers a "battle" variant of many actions. #define PLAYER_STATE1_5 (1 << 5) #define PLAYER_STATE1_TALKING (1 << 6) // Currently talking to an actor. This includes item exchanges. #define PLAYER_STATE1_DEAD (1 << 7) // Player has died. Note that this gets set when the death cutscene has started, after landing from the air. #define PLAYER_STATE1_START_CHANGING_HELD_ITEM (1 << 8) // Item change process has begun #define PLAYER_STATE1_9 (1 << 9) #define PLAYER_STATE1_10 (1 << 10) #define PLAYER_STATE1_CARRYING_ACTOR (1 << 11) // Currently carrying an actor #define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12) // Currently charging a spin attack (by holding down the B button) #define PLAYER_STATE1_13 (1 << 13) #define PLAYER_STATE1_14 (1 << 14) #define PLAYER_STATE1_Z_TARGETING (1 << 15) // Either lock-on or parallel is active. This flag is never checked for and is practically unused. #define PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS (1 << 16) // Currently focusing on a friendly actor. Includes friendly lock-on, talking, and more. Usually does not include hostile actor lock-on, see `PLAYER_STATE1_HOSTILE_LOCK_ON`. #define PLAYER_STATE1_PARALLEL (1 << 17) // "Parallel" mode, Z-Target without an actor lock-on #define PLAYER_STATE1_18 (1 << 18) #define PLAYER_STATE1_19 (1 << 19) #define PLAYER_STATE1_20 (1 << 20) #define PLAYER_STATE1_21 (1 << 21) #define PLAYER_STATE1_SHIELDING (1 << 22) // Shielding in any form (regular, hylian shield as child, "shielding" with a two handed sword, etc.) #define PLAYER_STATE1_23 (1 << 23) #define PLAYER_STATE1_USING_BOOMERANG (1 << 24) // Currently using the boomerang. This includes all phases (aiming, throwing, and catching). #define PLAYER_STATE1_BOOMERANG_THROWN (1 << 25) // Boomerang has been thrown and is flying in the air #define PLAYER_STATE1_26 (1 << 26) #define PLAYER_STATE1_27 (1 << 27) #define PLAYER_STATE1_28 (1 << 28) #define PLAYER_STATE1_29 (1 << 29) #define PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE (1 << 30) // Lock-on was released automatically, for example by leaving the lock-on leash range #define PLAYER_STATE1_31 (1 << 31) #define PLAYER_STATE2_0 (1 << 0) #define PLAYER_STATE2_CAN_ACCEPT_TALK_OFFER (1 << 1) // Can accept a talk offer. "Speak" or "Check" is shown on the A button. #define PLAYER_STATE2_2 (1 << 2) #define PLAYER_STATE2_3 (1 << 3) #define PLAYER_STATE2_4 (1 << 4) #define PLAYER_STATE2_5 (1 << 5) #define PLAYER_STATE2_6 (1 << 6) #define PLAYER_STATE2_7 (1 << 7) #define PLAYER_STATE2_8 (1 << 8) #define PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND (1 << 9) // Forces sand footstep sounds regardless of current floor type #define PLAYER_STATE2_10 (1 << 10) #define PLAYER_STATE2_11 (1 << 11) #define PLAYER_STATE2_12 (1 << 12) #define PLAYER_STATE2_LOCK_ON_WITH_SWITCH (1 << 13) // Actor lock-on is active, specifically with Switch Targeting. Hold Targeting checks the state of the Z button instead of this flag. #define PLAYER_STATE2_14 (1 << 14) #define PLAYER_STATE2_15 (1 << 15) #define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Sets the "Enter On A" DoAction #define PLAYER_STATE2_17 (1 << 17) #define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace #define PLAYER_STATE2_19 (1 << 19) #define PLAYER_STATE2_NAVI_ACTIVE (1 << 20) // Navi is visible and active. Could be hovering idle near Link or hovering over other actors. #define PLAYER_STATE2_21 (1 << 21) #define PLAYER_STATE2_22 (1 << 22) #define PLAYER_STATE2_23 (1 << 23) #define PLAYER_STATE2_24 (1 << 24) #define PLAYER_STATE2_25 (1 << 25) #define PLAYER_STATE2_26 (1 << 26) #define PLAYER_STATE2_USING_OCARINA (1 << 27) // Playing the ocarina or warping out from an ocarina warp song #define PLAYER_STATE2_IDLE_FIDGET (1 << 28) // Playing a fidget idle animation (under typical circumstances, see `Player_ChooseNextIdleAnim` for more info) #define PLAYER_STATE2_29 (1 << 29) #define PLAYER_STATE2_30 (1 << 30) #define PLAYER_STATE2_31 (1 << 31) #define PLAYER_STATE3_0 (1 << 0) #define PLAYER_STATE3_1 (1 << 1) #define PLAYER_STATE3_2 (1 << 2) #define PLAYER_STATE3_3 (1 << 3) #define PLAYER_STATE3_4 (1 << 4) #define PLAYER_STATE3_5 (1 << 5) #define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`) #define PLAYER_STATE3_FLYING_WITH_HOOKSHOT (1 << 7) // Flying in the air with the hookshot as it pulls Player toward its destination typedef void (*PlayerActionFunc)(struct Player*, struct PlayState*); typedef s32 (*UpperActionFunc)(struct Player*, struct PlayState*); typedef void (*AfterPutAwayFunc)(struct PlayState*, struct Player*); #define UNK6AE_ROT_FOCUS_X (1 << 0) #define UNK6AE_ROT_FOCUS_Y (1 << 1) #define UNK6AE_ROT_FOCUS_Z (1 << 2) #define UNK6AE_ROT_HEAD_X (1 << 3) #define UNK6AE_ROT_HEAD_Y (1 << 4) #define UNK6AE_ROT_HEAD_Z (1 << 5) #define UNK6AE_ROT_UPPER_X (1 << 6) #define UNK6AE_ROT_UPPER_Y (1 << 7) #define UNK6AE_ROT_UPPER_Z (1 << 8) typedef struct Player { /* 0x0000 */ Actor actor; /* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic` /* 0x014D */ s8 currentSwordItemId; /* 0x014E */ s8 currentShield; // current shield from `PlayerShield` /* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots` /* 0x0150 */ s8 heldItemButton; // Button index for the item currently used /* 0x0151 */ s8 heldItemAction; // Item action for the item currently used /* 0x0152 */ u8 heldItemId; // Item id for the item currently used /* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots` /* 0x0154 */ s8 itemAction; // the difference between this and heldItemAction is unclear /* 0x0155 */ char unk_155[0x003]; /* 0x0158 */ u8 modelGroup; /* 0x0159 */ u8 nextModelGroup; /* 0x015A */ s8 itemChangeType; /* 0x015B */ u8 modelAnimType; /* 0x015C */ u8 leftHandType; /* 0x015D */ u8 rightHandType; /* 0x015E */ u8 sheathType; /* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask` /* 0x0160 */ Gfx** rightHandDLists; /* 0x0164 */ Gfx** leftHandDLists; /* 0x0168 */ Gfx** sheathDLists; /* 0x016C */ Gfx** waistDLists; /* 0x0170 */ u8 giObjectLoading; /* 0x0174 */ DmaRequest giObjectDmaRequest; /* 0x0194 */ OSMesgQueue giObjectLoadQueue; /* 0x01AC */ OSMesg giObjectLoadMsg; /* 0x01B0 */ void* giObjectSegment; // also used for title card textures /* 0x01B4 */ SkelAnime skelAnime; /* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT]; /* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT]; /* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT]; /* 0x03A8 */ FaceChange faceChange; /* 0x03AC */ Actor* heldActor; /* 0x03B0 */ Vec3f leftHandPos; /* 0x03BC */ Vec3s unk_3BC; /* 0x03C4 */ Actor* unk_3C4; /* 0x03C8 */ Vec3f unk_3C8; /* 0x03D4 */ char unk_3D4[0x058]; /* 0x042C */ s8 doorType; /* 0x042D */ s8 doorDirection; /* 0x042E */ s16 doorTimer; /* 0x0430 */ Actor* doorActor; /* 0x0434 */ s8 getItemId; /* 0x0436 */ u16 getItemDirection; /* 0x0438 */ Actor* interactRangeActor; /* 0x043C */ s8 mountSide; /* 0x043D */ char unk_43D[0x003]; /* 0x0440 */ Actor* rideActor; /* 0x0444 */ u8 csAction; /* 0x0445 */ u8 prevCsAction; /* 0x0446 */ u8 cueId; /* 0x0447 */ u8 unk_447; /* 0x0448 */ Actor* csActor; // Actor involved in a `csAction`. Typically the actor that invoked the cutscene. /* 0x044C */ char unk_44C[0x004]; /* 0x0450 */ Vec3f unk_450; /* 0x045C */ Vec3f unk_45C; /* 0x0468 */ char unk_468[0x002]; /* 0x046A */ union { s16 haltActorsDuringCsAction; // If true, halt actors belonging to certain categories during a `csAction` s16 slidingDoorBgCamIndex; // `BgCamIndex` used during a sliding door cutscene } cv; // "Cutscene Variable": context dependent variable that has different meanings depending on what function is called /* 0x046C */ s16 subCamId; /* 0x046E */ char unk_46E[0x02A]; /* 0x0498 */ ColliderCylinder cylinder; /* 0x04E4 */ ColliderQuad meleeWeaponQuads[2]; /* 0x05E4 */ ColliderQuad shieldQuad; /* 0x0664 */ Actor* focusActor; // Actor that Player and the camera are looking at; Used for lock-on, talking, and more /* 0x0668 */ char unk_668[0x004]; /* 0x066C */ s32 zTargetActiveTimer; // Non-zero values indicate Z-Targeting should update; Values under 5 indicate lock-on is releasing /* 0x0670 */ s32 meleeWeaponEffectIndex; /* 0x0674 */ PlayerActionFunc actionFunc; /* 0x0678 */ PlayerAgeProperties* ageProperties; /* 0x067C */ u32 stateFlags1; /* 0x0680 */ u32 stateFlags2; /* 0x0684 */ Actor* autoLockOnActor; // Actor that is locked onto automatically without player input; see `Player_SetAutoLockOnActor` /* 0x0688 */ Actor* boomerangActor; /* 0x068C */ Actor* naviActor; /* 0x0690 */ s16 naviTextId; /* 0x0692 */ u8 stateFlags3; /* 0x0693 */ s8 exchangeItemId; /* 0x0694 */ Actor* talkActor; // Actor offering to talk, or currently talking to, depending on context /* 0x0698 */ f32 talkActorDistance; // xz distance away from `talkActor` /* 0x069C */ char unk_69C[0x004]; /* 0x06A0 */ f32 unk_6A0; /* 0x06A4 */ f32 closestSecretDistSq; /* 0x06A8 */ Actor* unk_6A8; /* 0x06AC */ s8 idleType; /* 0x06AD */ u8 unk_6AD; /* 0x06AE */ u16 unk_6AE_rotFlags; // See `UNK6AE_ROT_` macros. If its flag isn't set, a rot steps to 0. /* 0x06B0 */ s16 upperLimbYawSecondary; /* 0x06B2 */ char unk_6B4[0x004]; /* 0x06B6 */ Vec3s headLimbRot; /* 0x06BC */ Vec3s upperLimbRot; /* 0x06C2 */ s16 unk_6C2; /* 0x06C4 */ f32 unk_6C4; /* 0x06C8 */ SkelAnime upperSkelAnime; /* 0x070C */ Vec3s upperJointTable[PLAYER_LIMB_BUF_COUNT]; /* 0x079C */ Vec3s upperMorphTable[PLAYER_LIMB_BUF_COUNT]; /* 0x082C */ UpperActionFunc upperActionFunc; /* 0x0830 */ f32 upperAnimInterpWeight; /* 0x0834 */ s16 unk_834; /* 0x0836 */ s8 unk_836; /* 0x0837 */ u8 putAwayCooldownTimer; /* 0x0838 */ f32 speedXZ; // Controls horizontal speed, used for `actor.speed`. Current or target value depending on context. /* 0x083C */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context. /* 0x083E */ s16 parallelYaw; // yaw in "parallel" mode, Z-Target without an actor lock-on /* 0x0840 */ u16 underwaterTimer; /* 0x0842 */ s8 meleeWeaponAnimation; /* 0x0843 */ s8 meleeWeaponState; /* 0x0844 */ s8 unk_844; /* 0x0845 */ u8 unk_845; /* 0x0846 */ u8 controlStickDataIndex; // cycles between 0 - 3. Used to index `controlStickSpinAngles` and `controlStickDirections` /* 0x0847 */ s8 controlStickSpinAngles[4]; // Stores a modified version of the control stick angle for the last 4 frames. Used for checking spins. /* 0x084B */ s8 controlStickDirections[4]; // Stores the control stick direction (relative to shape yaw) for the last 4 frames. See `PlayerStickDirection`. /* 0x084F */ union { s8 actionVar1; s8 startedAnim; // Player_Action_TimeTravelEnd: Started playing the animation that was previously frozen s8 facingUpSlope; // Player_Action_SlideOnSlope: Facing uphill when sliding on a slope s8 isLakeHyliaCs; // Player_Action_BlueWarpArrive: In Lake Hylia CS after Water Temple. Floating down is delayed until a specific point in the cutscene. s8 bottleCatchType; // Player_Action_SwingBottle: entry type for `sBottleCatchInfo`, corresponds to actor caught in a bottle } av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running /* 0x0850 */ union { s16 actionVar2; s16 fallDamageStunTimer; // Player_Action_Idle: Prevents any movement and shakes model up and down quickly to indicate fall damage stun s16 bonked; // Player_Action_Roll: Set to true after bonking into a wall or an actor s16 animDelayTimer; // Player_Action_TimeTravelEnd: Delays playing animation until finished counting down s16 startedTextbox; // Player_Action_SwingBottle: set to true when the textbox is started s16 inWater; // Player_Action_SwingBottle: True if a bottle is swung in water. Used to determine which bottle swing animation to use. s16 csDelayTimer; // Player_Action_WaitForCutscene: Number of frames to wait before responding to a cutscene s16 playedLandingSfx; // Player_Action_BlueWarpArrive: Played sfx when landing on the ground s16 appearTimer; // Player_Action_FaroresWindArrive: Counts up, appear at 20 frames (1 second) } av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running /* 0x0854 */ f32 unk_854; /* 0x0858 */ f32 unk_858; /* 0x085C */ f32 unk_85C; // stick length among other things /* 0x0860 */ s16 unk_860; // stick flame timer among other things /* 0x0862 */ s8 unk_862; // get item draw ID + 1 /* 0x0864 */ f32 unk_864; /* 0x0868 */ f32 unk_868; /* 0x086C */ f32 unk_86C; /* 0x0870 */ f32 unk_870; /* 0x0874 */ f32 unk_874; /* 0x0878 */ f32 unk_878; /* 0x087C */ s16 unk_87C; /* 0x087E */ s16 turnRate; // Amount angle is changed every frame when turning in place /* 0x0880 */ f32 unk_880; /* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found /* 0x0888 */ f32 distToInteractWall; // xyz distance to the interact wall /* 0x088C */ u8 ledgeClimbType; /* 0x088D */ u8 ledgeClimbDelayTimer; /* 0x088E */ u8 textboxBtnCooldownTimer; // Prevents usage of A/B/C-up when counting down /* 0x088F */ u8 damageFlickerAnimCounter; // Used to flicker Link after taking damage /* 0x0890 */ u8 unk_890; /* 0x0891 */ u8 bodyShockTimer; /* 0x0892 */ u8 unk_892; /* 0x0893 */ u8 hoverBootsTimer; /* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling /* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down) /* 0x0898 */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope) /* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful /* 0x089C */ s16 unk_89C; /* 0x089E */ u16 floorSfxOffset; /* 0x08A0 */ u8 knockbackDamage; /* 0x08A1 */ u8 knockbackType; /* 0x08A2 */ s16 knockbackRot; /* 0x08A4 */ f32 knockbackSpeed; /* 0x08A8 */ f32 knockbackYVelocity; /* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces /* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed /* 0x08B4 */ WeaponInfo meleeWeaponInfo[3]; /* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX]; /* 0x09E0 */ MtxF mf_9E0; /* 0x0A20 */ MtxF shieldMf; /* 0x0A60 */ u8 bodyIsBurning; /* 0x0A61 */ u8 bodyFlameTimers[PLAYER_BODYPART_MAX]; // one flame per body part /* 0x0A73 */ u8 unk_A73; /* 0x0A74 */ AfterPutAwayFunc afterPutAwayFunc; // See `Player_SetupWaitForPutAway` and `Player_Action_WaitForPutAway` /* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero. Positive values are intangibility, negative are invulnerability /* 0x0A79 */ u8 floorTypeTimer; // counts up every frame the current floor type is the same as the last frame /* 0x0A7A */ u8 floorProperty; /* 0x0A7B */ u8 prevFloorType; /* 0x0A7C */ f32 prevControlStickMagnitude; /* 0x0A80 */ s16 prevControlStickAngle; /* 0x0A82 */ u16 prevFloorSfxOffset; /* 0x0A84 */ s16 unk_A84; /* 0x0A86 */ s8 unk_A86; /* 0x0A87 */ u8 unk_A87; /* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position } Player; // size = 0xA94 // z_player_lib.c void Player_SetBootData(struct PlayState* play, Player* this); int Player_InBlockingCsMode(struct PlayState* play, Player* this); int Player_InCsMode(struct PlayState* play); s32 Player_CheckHostileLockOn(Player* this); int Player_IsChildWithHylianShield(Player* this); s32 Player_ActionToModelGroup(Player* this, s32 itemAction); void Player_SetModelsForHoldingShield(Player* this); void Player_SetModels(Player* this, s32 modelGroup); void Player_SetModelGroup(Player* this, s32 modelGroup); void func_8008EC70(Player* this); void Player_SetEquipmentData(struct PlayState* play, Player* this); void Player_UpdateBottleHeld(struct PlayState* play, Player* this, s32 item, s32 itemAction); void Player_ReleaseLockOn(Player* this); void Player_ClearZTargeting(Player* this); void Player_SetAutoLockOnActor(struct PlayState* play, Actor* actor); s32 func_8008EF44(struct PlayState* play, s32 ammo); int Player_IsBurningStickInRange(struct PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange); s32 Player_GetStrength(void); u8 Player_GetMask(struct PlayState* play); Player* Player_UnsetMask(struct PlayState* play); s32 Player_HasMirrorShieldEquipped(struct PlayState* play); int Player_HasMirrorShieldSetToDraw(struct PlayState* play); s32 Player_ActionToMagicSpell(Player* this, s32 itemAction); int Player_HoldsHookshot(Player* this); int func_8008F128(Player* this); s32 Player_ActionToMeleeWeapon(s32 itemAction); s32 Player_GetMeleeWeaponHeld(Player* this); s32 Player_HoldsTwoHandedWeapon(Player* this); int Player_HoldsBrokenKnife(Player* this); s32 Player_ActionToBottle(Player* this, s32 itemAction); s32 Player_GetBottleHeld(Player* this); s32 Player_ActionToExplosive(Player* this, s32 itemAction); s32 Player_GetExplosiveHeld(Player* this); s32 func_8008F2BC(Player* this, s32 itemAction); s32 Player_GetEnvironmentalHazard(struct PlayState* play); void Player_DrawImpl(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic, s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* data); s32 Player_OverrideLimbDrawGameplayCommon(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx); s32 Player_OverrideLimbDrawGameplayDefault(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx); s32 Player_OverrideLimbDrawGameplayFirstPerson(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx); s32 Player_OverrideLimbDrawGameplayCrawling(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx); u8 func_80090480(struct PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase); void Player_DrawGetItem(struct PlayState* play, Player* this); void Player_PostLimbDrawGameplay(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx); u32 Player_InitPauseDrawData(struct PlayState* play, u8* segment, SkelAnime* skelAnime); void Player_DrawPause(struct PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots); // z_player_lib.c extern FlexSkeletonHeader* gPlayerSkelHeaders[2]; extern u8 gPlayerModelTypes[PLAYER_MODELGROUP_MAX][PLAYER_MODELGROUPENTRY_MAX]; extern Gfx* gPlayerLeftHandBgsDLs[]; extern Gfx* gPlayerLeftHandOpenDLs[]; extern Gfx* gPlayerLeftHandClosedDLs[]; extern Gfx* gPlayerLeftHandBoomerangDLs[]; extern Gfx gCullBackDList[]; extern Gfx gCullFrontDList[]; // object_table.c extern s16 gLinkObjectIds[2]; #endif